• What are you working on? May 2012
    2,222 replies, posted
  • [QUOTE=Mr_Razzums;35843399] [img]http://i.imgur.com/kQolB.png[/img] [/QUOTE] only 276mph? 2slow2care
  • Benchmarks! [vid]http://bit.ly/JdrfiY[/vid] I can render about 80,000 glyphs of varying sizes and font faces before running below my screen refresh rate Feels good creating and optimizing your own text system.
  • I think we need more of supersnail's [url=http://facepunch.com/threads/1174646?p=35407513&viewfull=1#post35407513]WAYWO fanfic[/url] Or a least a game based on it
  • Working on a tower defense/top-down shooter mix. I'm gonna have to re do placing blocks, this way is extremely clunky. [vid]https://dl-web.dropbox.com/get/Pathfinding%202012-05-05%2023-10-25-95.webmvp8.webm?w=0ce543a5[/vid] Also, this uses an xbox controller.
  • Today I added Game Maker-style alarms to my base entity class, and added an audio loading/playing system to my game engine. Now It's time to clean up the code a little and actually start building my game!
  • Hey guys. I had a heretical thought. What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object. So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.
  • [QUOTE=Nikita;35846099]Hey guys. I had a heretical thought. What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object. So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.[/QUOTE] That would be to current debugging tools as Chrome's developer tools are to other other browsers'. Wonderfully useful and brilliant, but lags as the content gets larger.
  • Porting Silent Hill: Downpour from Xbox 360. The only thing that makes this marginally easier is that it is a Unreal Engine 3, woah so we have some context. So far: -Ripped my Xbox360 disc -Exported contents from xbox360 disc filesystem using wx360 Decided to see how hard it would be to get a sound file out, thought it would be easy, well I was wrong... -Unpack proprietary compression of assets (using UModel, so far so good, painless) -Discover sound files are in yet another proprietary format (XMA) -Decide to use 2wav as its the only thing i can find -Wont work, XMA headers are for xbox, not traditional XMA, so I strip them and convert it to UXMA with no headers (gah!) -Attach headers, convert (finally) get one sound file. oh yay [editline]6th May 2012[/editline] okay got it batch processing now, but still have to do it package by package. so sounds are now working, i have a feeling the rest is going to be much, much harder.
  • [QUOTE=Nikita;35846099]Hey guys. I had a heretical thought. What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object. So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.[/QUOTE] It'd would be going to fast to really see anything, unless you artifically slow it down
  • [QUOTE=DrLuke;35846660]It'd would be going to fast to really see anything, unless you artifically slow it down[/QUOTE] Since it's a debugger that would visualize it, I would suppose it would be a step-by-step debugger only. Anything else would seem strange.
  • [QUOTE=T3hGamerDK;35846750]Since it's a debugger that would visualize it, I would suppose it would be a step-by-step debugger only. Anything else would seem strange.[/QUOTE] I think whats he is looking for is similar to the "start single stepping" feature in Scratch which highlights the processes of the code slowly. Of course the question is how to do this for another programming language would be interesting, maybe slow it down and highlight each line in the ide as it is executed?
  • [QUOTE=Naelstrom;35844646]Benchmarks! [vid]http://bit.ly/JdrfiY[/vid] I can render about 80,000 glyphs of varying sizes and font faces before running below my screen refresh rate Feels good creating and optimizing your own text system.[/QUOTE] How are you handling the generation/rendering?
  • Hey guys I'm gonna do some programming tod- [IMG]http://i.imgur.com/22XsJ.png[/IMG] [IMG]http://i.imgur.com/gRy6s.png[/IMG] never mind I'm gonna do some revision instead
  • Snow! well actually it's just plain white applied with the grass normal map :v: [img]http://i45.tinypic.com/2cfbamf.png[/img]
  • [QUOTE=Mr_Razzums;35843719]what do u guys think. [URL]http://www.kickstarter.com/projects/1362020893/1252150507?token=70e645cc[/URL] u guys wanna donate [img]http://i.imgur.com/UXDIl.png[/img] how can i do this without being sued[/QUOTE] I was genuinely going to donate for a laugh but [quote]THIS PROJECT IS NOT LIVE This is only a draft that the creator has chosen to share.[/quote] :c do eet [editline]6th May 2012[/editline] I'm srs
  • [QUOTE=HiredK;35848157]Snow! well actually it's just plain white applied with the grass normal map :v: [img]http://i45.tinypic.com/2cfbamf.png[/img][/QUOTE] What are the 3 little renders of the scene in the bottom left? Im guessing the first is the scene without any lighting applied, the second is the normals but I have no idea what the third is
  • [IMG]http://i.imgur.com/k1dS2.png[/IMG] [URL="https://www.google.com/search?q=var+vbsp="](this)[/URL] making a small userjs to block the malicious redirect. hoping to support chrome, firefox (scriptish) and opera with it.
  • Turned it into a top-down view and got lasers and bullets positioned correctly. [t]http://niggaupload.com/images/fiF5s.png[/t]
  • Got a 2-D camera working (gonna do cool stuff with it later) and some weird looking lighting. [IMG]http://i.imgur.com/raxUZ.png[/IMG]
  • Water being rendered in a separate pass, so I can get the translucency right: [img]http://i.imgur.com/VFJ5N.png[/img] Also fog! :D
  • [url]http://dl.dropbox.com/u/11430964/mc.swf[/url] then i made it cooler [url]http://dl.dropbox.com/u/11430964/game.swf[/url] [editline]6th May 2012[/editline] dont go to the bottom link it crashed my chrome
  • [QUOTE=Mordi;35846773]How are you handling the generation/rendering?[/QUOTE] How nice of you to ask! The whole engine I'm working on is documented and opensource: [url]http://farmpolice.com/astrostruct/[/url]
  • [url=http://www.reddit.com/r/gamedev/comments/t9mpn/getting_a_mac_for_development_on_osx/]What a ballache[/url], no idea what to do.
  • [url]http://pastebin.com/PVbfMQG8[/url] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/thing26.png[/IMG][/URL] I'm trying to make collision in Love, Lua. It is my first attempt at a game but I cant figure out how to make collision on all sides of the square. It only works on the left side right now.
  • Anyone have a link to a tutorial on how to do collision between two 2D objects? I have all the detection stuff going on, just need to get the proper maths for actual collisions.
  • [img]http://puu.sh/tgnc[/img] Scripting language, the beginnings of one anyway. Thanks to turb for the help :D